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Character Asset Creation for Games – Shoes by Sander Flisijn

Release date:2021

Duration:17 h 18 m

Author:Sander Flisijn

Skill level:Beginner

Language:English

Exercise files:Yes

In this video series, I will demonstrate my workflow for creating a game-ready asset, providing 17 hours of real-time content. I will begin by deconstructing the reference and continue with a step-by-step explanation of my actions and theories until the final asset is ready for use in a game.

Throughout the demonstration, I will be using industry-standard tools, including Maya, ZBrush, Photoshop, RizomUV, Substance Painter, and Marmoset Toolbag 3.

This tutorial is designed to be accessible to everyone, without the use of any downloaded or custom tools, brushes, or alpha’s. This ensures that you can easily follow along with each step of the process.

I will guide you through all the necessary steps for building a game asset, including:

  • Deconstructing references
  • Blocking out shapes
  • High-poly modeling and sculpting
  • Low-poly and UVs
  • Baking, and techniques for cleaning up baked maps
  • Texturing
  • Light and render settings
  • Setting up the final presentation

In addition to building the asset, I will also explain various theories that will help you better understand the subject and how to approach it.

The tutorial is available in multiple video versions to cater to different preferences. You can access any version of your choice after purchasing the product.

Watch online or Download for Free
00 – Introduction, references and block-out

00 – Introduction
01 – Deconstructing references
02 – Block-out in Maya
03 – Creasing edges and block-out in ZBrush
04 – Adding reference lines to the block-out
05 – Retopology basics and creating base geometry in Maya
06 – Import base geometry to ZBrush and creasing edges
07 – Fitting the base together

01 – High-poly modeling and sculpting

00 – Sculpting secondary shapes
01 – Improving the sole and heel
02 – More secondary sculpting
03 – Adding wrinkles
04 – Adjusting overall shapes
05 – Morph tool and smoothing borders
06 – Creating holes for the laces
07 – Making an InsertMesh brush
08 – Drawing out the laces
09 – Knot theory and construction
10 – Adjusting the shape of the laces
11 – Adjusting the depth and cleaning up the laces
12 – Adding aglets
13 – Folds and final improvements
14 – General improvements
15 – Creating a base for the heel
16 – Shoe opening and border
17 – Adding tension and finalizing the high-poly

02 – Low-poly, UVs and bake

00 – Decimation for retopology
01 – Starting on the low-poly topology
02 – Continuing on the low-poly
03 – Retopologizing the inner area
04 – Low-poly laces
05 – Low-poly knot
06 – Aglets and improving the low-poly
07 – UV cuts in Maya
08 – RizomUV
09 – Packing the UV islands together
10 – Preparing the meshes for baking
11 – Script set-up
12 – Baking in Marmoset
13 – Improving the tongue bake
14 – Bake fixing techniques and exporting
15 – Fixing baking errors in Photoshop and adjusting the laces

03 – Texturing

00 – ColorID and painting additional height information in Substance
01 – Adding stitches
02 – More additional height information
03 – Baking a Curvature and AO map from Substance and starting with texturing
04 – Texturing continued
05 – Additional height information and adding wear
06 – Improving the AO and laces

04 – Presentation and final words

00 – Marmoset overview
01 – Setting up the final presentation
02 – Final words

[Artstation] Character Asset Creation for Games – Shoes by Sander Flisijn.7z
[Artstation] Character Asset Creation for Games – Shoes by Sander Flisijn_Subtitles.7z


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